//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef C_ENTITY_DISSOLVE_H #define C_ENTITY_DISSOLVE_H #include "cbase.h" //----------------------------------------------------------------------------- // Entity Dissolve, client-side implementation //----------------------------------------------------------------------------- class C_EntityDissolve : public C_BaseEntity, public IMotionEvent { public: DECLARE_CLIENTCLASS(); DECLARE_CLASS( C_EntityDissolve, C_BaseEntity ); C_EntityDissolve( void ); // Inherited from C_BaseEntity virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs ); virtual int DrawModel( int flags ); virtual bool ShouldDraw() { return true; } virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void UpdateOnRemove( void ); virtual Vector GetEffectColor( void ) { return m_vEffectColor; } virtual void SetEffectColor( Vector v ) { m_vEffectColor = v; } // Inherited from IMotionEvent virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ); void SetupEmitter( void ); void ClientThink( void ); void SetServerLinkState( bool state ) { m_bLinkedToServerEnt = state; } float m_flStartTime; float m_flFadeOutStart; float m_flFadeOutLength; float m_flFadeOutModelStart; float m_flFadeOutModelLength; float m_flFadeInStart; float m_flFadeInLength; int m_nDissolveType; float m_flNextSparkTime; Vector m_vEffectColor; Vector m_vDissolverOrigin; int m_nMagnitude; bool m_bCoreExplode; protected: float GetFadeInPercentage( void ); // Fade in amount (entity fading to black) float GetFadeOutPercentage( void ); // Fade out amount (particles fading away) float GetModelFadeOutPercentage( void );// Mode fade out amount // Compute the bounding box's center, size, and basis void ComputeRenderInfo( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, Vector *pVecAbsOrigin, Vector *pXVec, Vector *pYVec ); void BuildTeslaEffect( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, bool bRandom, float flYawOffset ); void DoSparks( mstudiohitboxset_t *set, matrix3x4_t *hitboxbones[MAXSTUDIOBONES] ); private: CSmartPtr m_pEmitter; bool m_bLinkedToServerEnt; IPhysicsMotionController *m_pController; }; #endif // C_ENTITY_DISSOLVE_H